xxteefxx
Kenshi Moderator
THIS IS FOR FUN!!! ^_^ PLEASE I BEG YOU DONT CURSE< GET ANGRY / OR RAGED...this is just theory based on proves! and tryin to understand the situation mk9 by making a research project. so consider this a research project on MK9 suggestions to Balancing the game a little more.
how? by either removing bugs, get around the bugs, slight buffs and nerf, and finally MAKING PEOPLE AWARE OF WHATS GOING ON IN MK9!! ^_^
actual thread:
this is a list, I made with the help of [MENTION=25]Check[/MENTION] . Hopefully he will help and we will work on it more. though, Us or not.....why dont we make a thread about LOGICAL suggestions of Buffs and nerfs? Maybe this might motivate NRS?
even if no one wants to help....you can just discuss your ideas and motives of yay or Nay.
consider it something like, WHAT IF! mortal kombat was that balanced? anyways, here we go
Major Problems that must be solved:
Please note: I understand that some of those major bugs are not fixable at all unless the game is COmpletely re designed (a new MK). though, lets put these up for the Future MK series.
1-Input bug fixing
2-Meter drain option select fixing
3-block system change and less recovery on block stun. A block system which suits the MK engine, and not an older altared one which doesnt fit with the speed and style of the game. for instant, the block system in here...i believe they took it carbon copy of MKVSDC
4-Fix negative edge to not be that activley fast input
5-Block Nuetralizing on block in general or fuzzy guard should'nt affect Fuzzy gaurd issues related to unblockables. (related to fixing block stun system). this will cancel the un blockable Vortexs and instead, give it a 50 / 50 chance instead of 100 / to nothing
6-Jump in punch bug removal. Inputs nulling Player to block after
7-universal throw escape
8-the ability to poke between blocked jump punch and then throw. by means fix the bracket of stun damage block. Stun block system must be completely change and narrowed down to a faster reaction.
Fix blockstun, will lead in many other fixs (EX moves drain meter, Buffering from block, and some input bugs as well as fuzzy guards unblockables...etc)
Very important
9-Restrictions on Jump in Dive kicks and FB's, where there is a certain height/frame restriction and not as early as 3 frames from the initial 10 frames of the jump
10-Fix side changes on teleport where it doesnt add up extra frames due to side changes that is done to the character while opponent is teleporting. (Input bug related) usually this bug happens with characters with multiple screen hurtbox changes (example, Raiden and kung EX teleport)
11- A Suggestion of a Universal Uppercut speed? or possibly increase slightly the speed of slow uppercutters. Hitbox stays the same.
12- Fix characters Hurtboxes and some of their hitbox properties
13- EX moves doesnt require Blocking to be executed. this currently plays a major role in block system. related to Block stun and Drain mete bug as a result.
Fix: Means there's something wrong in them and it's required to be fix with a reasonable solution
S*: Suggestion of a buff or nerf in order to fix the current Situation to altar a better balance. this suggestion is strongly recommended to balance the character
S*2: Second suggestion to hint an idea. Not critical/ major at all. just an idea to add up in order to balance out the buffs or nerfs added
S*3: a completly suggestion that is not that important for now. though it can be heared and discussed for further understanding as well as figuring out solutions
- Shang tsung:
1- S*: no chip on soul seal. no damage on soul steal
2- S*: Damage output form transformation should be nerfed. damage boost only when using EX meter while in shape shift form.
3- S*: more stun block on soul steal trap. as well as the ground skull. more recovery time on up skills
4- S*2: Armor on EX up ball or Soul Steal for wake up purpose
5- FIX: soul steal bug fix
6- Fix: EX armor on soul steal as wake up. armor should be the same like the other armor attributes.
- Cyrax:
1- S*: More recovery on bombs. the reset will still be viable , though corner bomb setup will be escapable with a LOT more soloutions, even some with Normals on hit.
2- S*: decrease the active time of stun on Cyrax net. for example, full screen projectile trade, cannot 100% give advantage to cyrax due to teleport. Same goes for Air captured net, should be tops same time like Subzero's regular air freeze, if not even less due to combo potential
3- S*: overall damage reduction and off reset the damage continues from the first half of the combo. by means reduce scaling on the net combos. example of a combo (if there are reset, first half will do actual damage due to the scale base of the first hits. then the net will reduce the second reset damage.) "damage carries on"
4- S*" EX net should only drain half meter only from opponent
5- Fix: No cost of meters on using any regular bombs on ground
6- S*/Fix: Human cyrax teleport: removal of the Zero frame advantage after teleport. it should be punishable/ no invincibility
7- S*/Fix: Human Cyrax Net hurtbox animation made slightly higher, so it's not complete Advatange against even JIK.
8- S*: on reset and damage Carry on, the 4th or 3rd net should carry on as well with the same stun effect, canceling any above 60% combo due to the recovery (that if the combo damage based on them to scale further)
-Jax:
Way 1-S*: more frame recovery on f+4,1,2. also increase the frame startup of f+4,1,2 (or increase the frame end recovery of Cr+1)
2-S*/Fix: No more EX ground bounce Loops in corner (no more loops). by means, cannot re link cr+1 after a guarenteed OTG EX ground shake setup/ or completely kill gravity on the EX ground shake so u can preform something simple like cr+1~ forward punch strike (qcf+2)
3-S*: decrease the speed of projectile and/or increase recovery frame of projectile.
4-S*: Add 1 more frame startup for cr+1(Refrence number 1)
5-S*2: Faster Sweep
6-S*: increase frame recovery on whiffed grab (qcf+1). No more Frame trap and pressure on guard with qcf+1's
-Scorpion:
1-Fix:Issue related to the Fuzzy gaurd Bug , where scorpion can 100% vortex while opponent is fully gaurding resulting from the Fuzzy gaurding bug.instead , nullyfy the idea of Fuzzy gaurd, in such case, scorpion will have a true 50 / 50 chance of vortex.
2-Fix: Fix Med Air teleport (whether ex or not) against some characters (E.g: Reptile). Med Air teleport should never whiff on standing characters
-Kung lao:
1-S*2: On block: Over head 2 or Late 3 on block should not give full Frame advantage/ reset to null afterlanding from teleport.
2-S*: Further increase on low hat stagger time on block (more recovery)
3-S*: Dive kick should be same attribute like sonya's, where they are more punishable on whiffing
4-S*: No auto correct divekicks
-Sonya:
1-S*/Fix: No auto correct divekicks, it should be always directed forward.
-Quanchi:
1-S*/Fix: Remove the Guard block meter runes by making more recovery time on EX runes. thus it will be stuffable in between by either fast pokes or armored moves. this will cancel any Quanchi Guarenteed EX rune traps loops on gaurd completely.thus it will become more of a mix up trap than a complete un escapable trap
2-S*3: Possible Mind control attribute to be used as anti Air after standing 1 or crouch 1 on air to air
3-S*/Fix: reduce Meter gain from the block traps as well as in general, Mind control move. Quanchi should not be massively rewarded like that at all (example: the Mayo Trap).
4-S*/fix: EX mind control only drains half meter tops!
-Mileena:
1-Fix: EX TK or regular should not have Random Hurtbox atributes depending on distance. Example, EX ball charge by reptile should always Catch the TK's on landing.
2-Fix: X ray auto correct bug, and out of screen bug at corners. X ray should not auto correct depending on different characters hurt boxes.
3-S*: Restriction on her IAFB
-Jade:
1-Fix: Fix the EX armor attribute bug, where Break freeze wont happen ever. Breaker should always hit her even on armor. complete removal or Breaker game freeze bug
2-S*3: Decrease the hight of the hop on qcb+1 attack, and that it's not punishable in between with a stuffed poke or special moves.
-ermac:
1-Fix: Fix Med Air teleport (whether ex or not) against some characters (E.g: Reptile). Med Air teleport should never whiff on standing characters
2-Fix: X ray auto correct bug, and out of screen bug at corners. X ray should not auto correct depending on different characters hurt boxes.
-Raiden:
1-S*2: Regular teleport should have more frame recovery. add 1 frame only while Making teleport distance a little further than close (between close and sweep, like reptile elbow dash pushback) (subject to change)
2-S*2: Vacinity blast hitbox is lowered by a bit, where only Small characters can escape any vacinity tech traps while blocking. other char hurtbox's will only escape by unblocking depending on the target combo. Note: this doesnt mean only small char will escape vacinity traps, small character are still subject to stun damage, were hit stun damage attacks causes them to be forced to block vacinity trap (example, Jump in punch damage stun)
3-S*: continuing to Suggestion (2) removal of vacinity blast 0 frames. this will be -1 for raiden instead of zero (1 extra frame recovery)
EDIT: i am trying to figure out a way to play around with vacinity blast. though the issue of multiple hurtbox on opponent will be an issue. thus , it will make vacinity trap Viable again but ONLY small chars will be able to escape depending on stun damage caused. Subject to change of course, if u have any suggestion on how , please go ahead. though the idea is to make vacinity blast -1 on block or even more, instead of Zero.
-Kabal:
1-S*ecrease the Stun time on Spinning on opponent resulting from Regular Nomade dash connect. by means you cannot jump three times while opponent is still stunned. this only affect regular dash and not EX nomad dash
2-S*: Increase the active frame time to re input another IA projectile. by means, you cannot spam the Gas blast over and over, u wil have to wait for a moment to re jump and do a Gas blast
3-FiX: Fix Saw bug where it gets excuted and nothing comes out. instead make it that u cant preform the move until active time frame is passed.
4-S*: More recovery frames on regular nomad dash cancels
5-S*: IA projectile should have an arc to be done at. for instance, u cannot IA projectile that low on ground at all, instead give it restrictions.
-Sektor:
1-Fix: Fix Regular up missles, that if they exited the stage, the hitbox wont be canceled if sektor got hit. by means, if Missle left the Stage, the missle will land even if sektor hit.(Buff)
2-S*: Faster travel speed of EX missle, depending on distance. Full screen moves faster, closer moves slower. (buff when it comes to FB trading) (nerf against reflecting trap, and fix for Reflect bugs)
3-S*: 1 extra frame recovery on Regular forward missles
-Smoke:
1-Fix: Removal of smoke bomb reset while bomb still OTG
2-S*2: Increase the speed of EX bomb
3-S*: Air teleport should leave Smoke hanging slightly for more frames in the air, and not as safe as it is now.(1 extra frame recovery). No Jump arc limitation, teleport can be done as early as 3 frames of jump or even before.
-Cyber subzero:
1-S*/Fix: Removal of Auto correct dive kicks
2-S*: Whiffed dive kicks should not be completely safe. add more frames recovery maybe? should be the same like sonya
3-S*3: EX dive kick on block should not be completely safe. either put more recovery frames, or not a further pushback on landing on ground afterwards
4-S*: Decrease the arc of doing Dive kicks in the air, and so it cannot be used as instant Dive kicks. same example like Kabal's IA gas blast
subject to change for now. for number "3" and "2"
Possibility of adding an armor move. will be discussed
-Reptile:
1-S*: No push back on Elbow Dash
2-S*: Hurtbox fix on EX FB so that it's never stuffable by Jump ins. this will give reptile a solid AA
3-Fix: Fix the EX slide where the second kick would never miss on slide hit. this can be done by re vamping the mapping of the character when hit by slide.
4-S*: Removal of EX Elbow Dash plus advantage on recovery. it should be Zero frames after and not +1.
5-S*2: Elbow dash trade of Reptile VS reptile should never be depending on distance. instead it should be dependable on who excuted the move first if both are in the active frames of the elbow dash range. same goes for elbow dash max range connect on other characters and in general.
6-Fix: the Regular FB invicible bug.
-rain:
1-S*2: 4,3 should not have an advantage Hurtbox attribute were it can evade cr+3. fix the hurtbox
2-S*: Faster frame recovery on Bubble projectile. though the distance to drag on regular Bubble is up to sweep distance(point blank between sweep and close). EX bubble stays the same with full control, though no frame recovery fix on the move.
3-S*: Faster Frame recovery on EX lightning
4-S*: Fix geysar Hurtbox to not get stuffed easily on wake up. Possibly change /decrease the hurtbox size of geysar as well as active frames on startup. possibly can give it a down under that it has invincibility now, where on block add 1 more frame recovery. this will make the issue safer were only few normals/specials in the game can punish on block due to the push back.
5-S*: Buff Regular Boost, where rain can block. Though the boost lasts for a few seconds instead. EX stays the same
-Nightwolf:
1-Fix: Fix the Reflect bug on Wake up as well as absorb. reflect should be active and reflect back any move on wake up, or IAprojectile spam cancel (Kabal IA gas blast). (whether absorb or reflect)
2-S*: more stun damage on f+4,1. this will allow arrow to connect afterwards
-Kenshi:
1-Fix: Fix the Reflect bug on Wake up as well as absorb. reflect should be active and reflect back any move on wake up, or IAprojectile spam cancel (Kabal IA gas blast). (whether absorb or reflect)
2-Fix: Fix kenshi Crouching Hurtbox so it's comparable as regular characters, and not as big as sheeva
3-Fix: Reverse EX RK input in corner should auto correct to change sides like any other EX armored move in the game.
4-FIX: Removal or Super Armor bug, where kenshi have an armor even after EX move being used.
5-S*: EX SC, add 1 frame recovery at the end to cancel infinities. opponent will be able to armor in between to escape.
6-S*: Faster Sweep
-Sheeva:
1-S*: Faster Uppercut
-Subzero:
1- S*: Buff EX slide, the ability to use another meter at end animation to cancel into comboing instead
2- s*: Armor on EX CLone
PLEASE NOTE: this is not the final Copy at all! a lot of chars are missed as well as other buffs/nerfs or suggestion. Also, there are no detailed explanation. so for now, if anyone not understand or need further elaboration, please shoot it up.
if you have a suggestion, please also shoot it up.
if you dis like what you see, then without being irrational /immature, simple state that you dont like it or dis agree with or without the reason why. no need to make this a cursing fest thread please. keep it civilized.
EDIT: slight revision's and error correction
more will be added soon
chars that will be added soon are:
-Sindel
-Lui kang
-Kenshi
-Sektor
-Sub
-cyber sub
-Baraka
-sheeva
others will be in the coming weeks depending on the time i have. Please note: I am using different program now to see the hurtboxes and frame data....a litle harder , but more accurate! will take time to do them all by my self!
how? by either removing bugs, get around the bugs, slight buffs and nerf, and finally MAKING PEOPLE AWARE OF WHATS GOING ON IN MK9!! ^_^
actual thread:
this is a list, I made with the help of [MENTION=25]Check[/MENTION] . Hopefully he will help and we will work on it more. though, Us or not.....why dont we make a thread about LOGICAL suggestions of Buffs and nerfs? Maybe this might motivate NRS?
even if no one wants to help....you can just discuss your ideas and motives of yay or Nay.
consider it something like, WHAT IF! mortal kombat was that balanced? anyways, here we go
Major Problems that must be solved:
Please note: I understand that some of those major bugs are not fixable at all unless the game is COmpletely re designed (a new MK). though, lets put these up for the Future MK series.
1-Input bug fixing
2-Meter drain option select fixing
3-block system change and less recovery on block stun. A block system which suits the MK engine, and not an older altared one which doesnt fit with the speed and style of the game. for instant, the block system in here...i believe they took it carbon copy of MKVSDC
4-Fix negative edge to not be that activley fast input
5-Block Nuetralizing on block in general or fuzzy guard should'nt affect Fuzzy gaurd issues related to unblockables. (related to fixing block stun system). this will cancel the un blockable Vortexs and instead, give it a 50 / 50 chance instead of 100 / to nothing
6-Jump in punch bug removal. Inputs nulling Player to block after
7-universal throw escape
8-the ability to poke between blocked jump punch and then throw. by means fix the bracket of stun damage block. Stun block system must be completely change and narrowed down to a faster reaction.
Fix blockstun, will lead in many other fixs (EX moves drain meter, Buffering from block, and some input bugs as well as fuzzy guards unblockables...etc)
Very important
9-Restrictions on Jump in Dive kicks and FB's, where there is a certain height/frame restriction and not as early as 3 frames from the initial 10 frames of the jump
10-Fix side changes on teleport where it doesnt add up extra frames due to side changes that is done to the character while opponent is teleporting. (Input bug related) usually this bug happens with characters with multiple screen hurtbox changes (example, Raiden and kung EX teleport)
11- A Suggestion of a Universal Uppercut speed? or possibly increase slightly the speed of slow uppercutters. Hitbox stays the same.
12- Fix characters Hurtboxes and some of their hitbox properties
13- EX moves doesnt require Blocking to be executed. this currently plays a major role in block system. related to Block stun and Drain mete bug as a result.
Fix: Means there's something wrong in them and it's required to be fix with a reasonable solution
S*: Suggestion of a buff or nerf in order to fix the current Situation to altar a better balance. this suggestion is strongly recommended to balance the character
S*2: Second suggestion to hint an idea. Not critical/ major at all. just an idea to add up in order to balance out the buffs or nerfs added
S*3: a completly suggestion that is not that important for now. though it can be heared and discussed for further understanding as well as figuring out solutions
- Shang tsung:
1- S*: no chip on soul seal. no damage on soul steal
2- S*: Damage output form transformation should be nerfed. damage boost only when using EX meter while in shape shift form.
3- S*: more stun block on soul steal trap. as well as the ground skull. more recovery time on up skills
4- S*2: Armor on EX up ball or Soul Steal for wake up purpose
5- FIX: soul steal bug fix
6- Fix: EX armor on soul steal as wake up. armor should be the same like the other armor attributes.
- Cyrax:
1- S*: More recovery on bombs. the reset will still be viable , though corner bomb setup will be escapable with a LOT more soloutions, even some with Normals on hit.
2- S*: decrease the active time of stun on Cyrax net. for example, full screen projectile trade, cannot 100% give advantage to cyrax due to teleport. Same goes for Air captured net, should be tops same time like Subzero's regular air freeze, if not even less due to combo potential
3- S*: overall damage reduction and off reset the damage continues from the first half of the combo. by means reduce scaling on the net combos. example of a combo (if there are reset, first half will do actual damage due to the scale base of the first hits. then the net will reduce the second reset damage.) "damage carries on"
4- S*" EX net should only drain half meter only from opponent
5- Fix: No cost of meters on using any regular bombs on ground
6- S*/Fix: Human cyrax teleport: removal of the Zero frame advantage after teleport. it should be punishable/ no invincibility
7- S*/Fix: Human Cyrax Net hurtbox animation made slightly higher, so it's not complete Advatange against even JIK.
8- S*: on reset and damage Carry on, the 4th or 3rd net should carry on as well with the same stun effect, canceling any above 60% combo due to the recovery (that if the combo damage based on them to scale further)
-Jax:
Way 1-S*: more frame recovery on f+4,1,2. also increase the frame startup of f+4,1,2 (or increase the frame end recovery of Cr+1)
2-S*/Fix: No more EX ground bounce Loops in corner (no more loops). by means, cannot re link cr+1 after a guarenteed OTG EX ground shake setup/ or completely kill gravity on the EX ground shake so u can preform something simple like cr+1~ forward punch strike (qcf+2)
3-S*: decrease the speed of projectile and/or increase recovery frame of projectile.
4-S*: Add 1 more frame startup for cr+1(Refrence number 1)
5-S*2: Faster Sweep
6-S*: increase frame recovery on whiffed grab (qcf+1). No more Frame trap and pressure on guard with qcf+1's
-Scorpion:
1-Fix:Issue related to the Fuzzy gaurd Bug , where scorpion can 100% vortex while opponent is fully gaurding resulting from the Fuzzy gaurding bug.instead , nullyfy the idea of Fuzzy gaurd, in such case, scorpion will have a true 50 / 50 chance of vortex.
2-Fix: Fix Med Air teleport (whether ex or not) against some characters (E.g: Reptile). Med Air teleport should never whiff on standing characters
-Kung lao:
1-S*2: On block: Over head 2 or Late 3 on block should not give full Frame advantage/ reset to null afterlanding from teleport.
2-S*: Further increase on low hat stagger time on block (more recovery)
3-S*: Dive kick should be same attribute like sonya's, where they are more punishable on whiffing
4-S*: No auto correct divekicks
-Sonya:
1-S*/Fix: No auto correct divekicks, it should be always directed forward.
-Quanchi:
1-S*/Fix: Remove the Guard block meter runes by making more recovery time on EX runes. thus it will be stuffable in between by either fast pokes or armored moves. this will cancel any Quanchi Guarenteed EX rune traps loops on gaurd completely.thus it will become more of a mix up trap than a complete un escapable trap
2-S*3: Possible Mind control attribute to be used as anti Air after standing 1 or crouch 1 on air to air
3-S*/Fix: reduce Meter gain from the block traps as well as in general, Mind control move. Quanchi should not be massively rewarded like that at all (example: the Mayo Trap).
4-S*/fix: EX mind control only drains half meter tops!
-Mileena:
1-Fix: EX TK or regular should not have Random Hurtbox atributes depending on distance. Example, EX ball charge by reptile should always Catch the TK's on landing.
2-Fix: X ray auto correct bug, and out of screen bug at corners. X ray should not auto correct depending on different characters hurt boxes.
3-S*: Restriction on her IAFB
-Jade:
1-Fix: Fix the EX armor attribute bug, where Break freeze wont happen ever. Breaker should always hit her even on armor. complete removal or Breaker game freeze bug
2-S*3: Decrease the hight of the hop on qcb+1 attack, and that it's not punishable in between with a stuffed poke or special moves.
-ermac:
1-Fix: Fix Med Air teleport (whether ex or not) against some characters (E.g: Reptile). Med Air teleport should never whiff on standing characters
2-Fix: X ray auto correct bug, and out of screen bug at corners. X ray should not auto correct depending on different characters hurt boxes.
-Raiden:
1-S*2: Regular teleport should have more frame recovery. add 1 frame only while Making teleport distance a little further than close (between close and sweep, like reptile elbow dash pushback) (subject to change)
2-S*2: Vacinity blast hitbox is lowered by a bit, where only Small characters can escape any vacinity tech traps while blocking. other char hurtbox's will only escape by unblocking depending on the target combo. Note: this doesnt mean only small char will escape vacinity traps, small character are still subject to stun damage, were hit stun damage attacks causes them to be forced to block vacinity trap (example, Jump in punch damage stun)
3-S*: continuing to Suggestion (2) removal of vacinity blast 0 frames. this will be -1 for raiden instead of zero (1 extra frame recovery)
EDIT: i am trying to figure out a way to play around with vacinity blast. though the issue of multiple hurtbox on opponent will be an issue. thus , it will make vacinity trap Viable again but ONLY small chars will be able to escape depending on stun damage caused. Subject to change of course, if u have any suggestion on how , please go ahead. though the idea is to make vacinity blast -1 on block or even more, instead of Zero.
-Kabal:
1-S*ecrease the Stun time on Spinning on opponent resulting from Regular Nomade dash connect. by means you cannot jump three times while opponent is still stunned. this only affect regular dash and not EX nomad dash
2-S*: Increase the active frame time to re input another IA projectile. by means, you cannot spam the Gas blast over and over, u wil have to wait for a moment to re jump and do a Gas blast
3-FiX: Fix Saw bug where it gets excuted and nothing comes out. instead make it that u cant preform the move until active time frame is passed.
4-S*: More recovery frames on regular nomad dash cancels
5-S*: IA projectile should have an arc to be done at. for instance, u cannot IA projectile that low on ground at all, instead give it restrictions.
-Sektor:
1-Fix: Fix Regular up missles, that if they exited the stage, the hitbox wont be canceled if sektor got hit. by means, if Missle left the Stage, the missle will land even if sektor hit.(Buff)
2-S*: Faster travel speed of EX missle, depending on distance. Full screen moves faster, closer moves slower. (buff when it comes to FB trading) (nerf against reflecting trap, and fix for Reflect bugs)
3-S*: 1 extra frame recovery on Regular forward missles
-Smoke:
1-Fix: Removal of smoke bomb reset while bomb still OTG
2-S*2: Increase the speed of EX bomb
3-S*: Air teleport should leave Smoke hanging slightly for more frames in the air, and not as safe as it is now.(1 extra frame recovery). No Jump arc limitation, teleport can be done as early as 3 frames of jump or even before.
-Cyber subzero:
1-S*/Fix: Removal of Auto correct dive kicks
2-S*: Whiffed dive kicks should not be completely safe. add more frames recovery maybe? should be the same like sonya
3-S*3: EX dive kick on block should not be completely safe. either put more recovery frames, or not a further pushback on landing on ground afterwards
4-S*: Decrease the arc of doing Dive kicks in the air, and so it cannot be used as instant Dive kicks. same example like Kabal's IA gas blast
subject to change for now. for number "3" and "2"
Possibility of adding an armor move. will be discussed
-Reptile:
1-S*: No push back on Elbow Dash
2-S*: Hurtbox fix on EX FB so that it's never stuffable by Jump ins. this will give reptile a solid AA
3-Fix: Fix the EX slide where the second kick would never miss on slide hit. this can be done by re vamping the mapping of the character when hit by slide.
4-S*: Removal of EX Elbow Dash plus advantage on recovery. it should be Zero frames after and not +1.
5-S*2: Elbow dash trade of Reptile VS reptile should never be depending on distance. instead it should be dependable on who excuted the move first if both are in the active frames of the elbow dash range. same goes for elbow dash max range connect on other characters and in general.
6-Fix: the Regular FB invicible bug.
-rain:
1-S*2: 4,3 should not have an advantage Hurtbox attribute were it can evade cr+3. fix the hurtbox
2-S*: Faster frame recovery on Bubble projectile. though the distance to drag on regular Bubble is up to sweep distance(point blank between sweep and close). EX bubble stays the same with full control, though no frame recovery fix on the move.
3-S*: Faster Frame recovery on EX lightning
4-S*: Fix geysar Hurtbox to not get stuffed easily on wake up. Possibly change /decrease the hurtbox size of geysar as well as active frames on startup. possibly can give it a down under that it has invincibility now, where on block add 1 more frame recovery. this will make the issue safer were only few normals/specials in the game can punish on block due to the push back.
5-S*: Buff Regular Boost, where rain can block. Though the boost lasts for a few seconds instead. EX stays the same
-Nightwolf:
1-Fix: Fix the Reflect bug on Wake up as well as absorb. reflect should be active and reflect back any move on wake up, or IAprojectile spam cancel (Kabal IA gas blast). (whether absorb or reflect)
2-S*: more stun damage on f+4,1. this will allow arrow to connect afterwards
-Kenshi:
1-Fix: Fix the Reflect bug on Wake up as well as absorb. reflect should be active and reflect back any move on wake up, or IAprojectile spam cancel (Kabal IA gas blast). (whether absorb or reflect)
2-Fix: Fix kenshi Crouching Hurtbox so it's comparable as regular characters, and not as big as sheeva
3-Fix: Reverse EX RK input in corner should auto correct to change sides like any other EX armored move in the game.
4-FIX: Removal or Super Armor bug, where kenshi have an armor even after EX move being used.
5-S*: EX SC, add 1 frame recovery at the end to cancel infinities. opponent will be able to armor in between to escape.
6-S*: Faster Sweep
-Sheeva:
1-S*: Faster Uppercut
-Subzero:
1- S*: Buff EX slide, the ability to use another meter at end animation to cancel into comboing instead
2- s*: Armor on EX CLone
PLEASE NOTE: this is not the final Copy at all! a lot of chars are missed as well as other buffs/nerfs or suggestion. Also, there are no detailed explanation. so for now, if anyone not understand or need further elaboration, please shoot it up.
if you have a suggestion, please also shoot it up.
if you dis like what you see, then without being irrational /immature, simple state that you dont like it or dis agree with or without the reason why. no need to make this a cursing fest thread please. keep it civilized.
EDIT: slight revision's and error correction
more will be added soon
chars that will be added soon are:
-Sindel
-Lui kang
-Kenshi
-Sektor
-Sub
-cyber sub
-Baraka
-sheeva
others will be in the coming weeks depending on the time i have. Please note: I am using different program now to see the hurtboxes and frame data....a litle harder , but more accurate! will take time to do them all by my self!